FNetworkObjectList

Stores the list of replicated actors for a given [UNetDriver](API\Runtime\Engine\Engine\UNetDriver).

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References

Module

Engine

Header

/Engine/Source/Runtime/Engine/Classes/Engine/NetworkObjectList.h

Include

#include "Engine/NetworkObjectList.h"

Syntax

class FNetworkObjectList

Remarks

Stores the list of replicated actors for a given UNetDriver.

Functions

Name Description

Public function

void

 

AddInitialObjects

(
    UWorld*const World,
    UNetDriver* NetDriver
)

Adds replicated actors in World to the internal set of replicated actors.

Public function

void

 

ClearRecentlyDormantConnection

(
    AActor*const Actor,
    UNetConnection*const Connection,
    UNetDriver* NetDriver
)

Removes the recently dormant status from the passed in connection

Public function Const

void

 

CountBytes

(
    FArchive& Ar
)

Public function

TSharedPtr< FNetworkObjectInfo >

 

Find

(
    AActor*const Actor
)

Attempts to find the Actor's FNetworkObjectInfo.

Public function Const

const TSharedPtr< FNetworkObjectInfo >

 

Find

(
    const AActor*const Actor
)

Attempts to find the Actor's FNetworkObjectInfo.

Public function

TSharedPtr< FNetworkObjectInfo > *

 

FindOrAdd

(
    AActor*const Actor,
    UNetDriver* NetDriver,
    bool* OutWasAdded
)

Attempts to find the Actor's FNetworkObjectInfo.

Public function

void

 

ForceActorRelevantNextUpdate

(
    AActor*const Actor,
    UNetDriver* NetDriver
)

Force this actor to be relevant for at least one update

Public function Const

const FNetworkObjectSet &

 

GetActiveObjects()

Returns a const reference to the active set of tracked actors.

Public function Const

const FNetworkObjectSet &

 

GetAllObjects()

Returns a const reference to the entire set of tracked actors.

Public function Const

const FNetworkObjectSet &

 

GetDormantObjectsOnAllConnections()

Returns a const reference to the entire set of dormant actors.

Public function Const

int32

 

GetNumDormantActorsForConnection

(
    UNetConnection*const Connection
)

Public function

void

 

HandleConnectionAdded()

Does the necessary house keeping when a new connection is added When a new connection is added, we must add all objects back to the active list so the new connection will process it Once the objects is dormant on that connection, it will then be removed from the active list again

Public function

bool

 

MarkActive

(
    AActor*const Actor,
    UNetConnection*const Connection,
    UNetDriver* NetDriver
)

Marks this object as active for the passed in connection

Public function

void

 

MarkDormant

(
    AActor*const Actor,
    UNetConnection*const Connection,
    const int32 NumConnections,
    UNetDriver* NetDriver
)

Marks this object as dormant for the passed in connection

Public function

void

 

Remove

(
    AActor*const Actor
)

Removes actor from the internal list, and any cleanup that is necessary (i.e. resetting dormancy state)

Public function

void

 

Reset()

Public function

void

 

ResetDormancyState()

Clears all state related to dormancy

Typedefs

Name

Description

FNetworkObjectSet

Deprecated Functions

Name Description

Public function

void

 

AddInitialObjects

(
    UWorld*const World,
    const FName NetDriverName
)

Please use the AddInitialObjects which takes a net driver instead.

Public function

void

 

ClearRecentlyDormantConnection

(
    AActor*const Actor,
    UNetConnection*const Connection,
    const FName NetDriverName
)

Please use the ClearRecentlyDormantConnection which takes a net driver instead.

Public function

TSharedPtr< FNetworkObjectInfo > *

 

FindOrAdd

(
    AActor*const Actor,
    const FName NetDriverName,
    bool* OutWasAdded
)

Please use the FindOrAdd which takes a net driver instead.

Public function

void

 

ForceActorRelevantNextUpdate

(
    AActor*const Actor,
    const FName NetDriverName
)

Please use the ForceActorRelevantNextUpdate which takes a net driver instead.

Public function

bool

 

MarkActive

(
    AActor*const Actor,
    UNetConnection*const Connection,
    const FName NetDriverName
)

Please use the MarkActive which takes a net driver instead.

Public function

void

 

MarkDormant

(
    AActor*const Actor,
    UNetConnection*const Connection,
    const int32 NumConnections,
    const FName NetDriverName
)

Please use the MarkDormant which takes a net driver instead.

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